Nepeo's Recent Forum Activity

  • > dop2000 Glad you liked it, I've wanted to make this plugin for quite awhile so it's nice to hear it's appreciated. The plugin technically includes a seeded random, which is used for creating the noise. We're experimenting with integrating it with the System random expressions, which would be better than duplicating them in a different plugin. It's awkward to deprecate expressions so we didn't want to expose it on the new plugin just to remove it later.

    Nepeo In C2 I'm using this plugin for seeded random. It somehow integrates with all the system random events and expressions (random, choose, pick random instance etc). It would be great to have the same functionality in C3.

    I expect they just replace the JavaScript Math.random method with a seeded variation, that would modify the behaviour of the System expressions. I've seen some libraries which do this. It would be good to still have it available though, to ensure a good source of entropy for seeding.

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  • This is coming along really nicely, I'm looking forward to see how it turns out!

  • xahdy my first guess is that the plugin is failing to parse the JSON text, there is a condition that will trigger if there is a parse error.

  • dop2000 Glad you liked it, I've wanted to make this plugin for quite awhile so it's nice to hear it's appreciated. The plugin technically includes a seeded random, which is used for creating the noise. We're experimenting with integrating it with the System random expressions, which would be better than duplicating them in a different plugin. It's awkward to deprecate expressions so we didn't want to expose it on the new plugin just to remove it later.

    newt Yup! It is effectively "infinite" ( within numerical precision limits ) and also continuous. So tiles should be completely seamless, no matter when they are created!

    I'm not sure what adding an indexed version would gain, it's drops the event count on example projects that allow you to switch between noise types, but in real usage I'm not sure why you would want behaviour like that? You can emulate that behaviour by wrapping the noise expressions in functions, then when calling the function using a variable for the name. The plugin would be doing the same thing but in JS.

  • tunepunk check out this project

    dropbox.com/s/azb5fxpcfrzp6m0/animated%20terrain.c3p

    It's quite simple to apply to a tilemap really. For each tile you generate a value using it's position, then you do some sort of comparison against the value to decide what tile to place. The example checks if the value is greater than 0.5, and places a tile if it is.

    There's a lot of ways to decide what sort of tile to use. You could:

    - check what the tile above is ( it generates top to bottom so that's easy ). If air then grass, if grass then dirt, anything else then stone.

    - use different ranges from the noise for different materials. 0.5 <= value < 0.6 for dirt, 0.6 <= value for stone.

    - if the first noise value is over 0.5 then generate a second unrelated noise value to choose a tile

    I also put a couple of other tricks into that example. I multiplied the noise by the height so that a higher value is more likely lower down. You can do similar tricks for creating an island or a lake. Also I'm using a slice of 3D noise to animate it, not very practical in it's current form but it's a nice demo.

  • My tutorial for the new Advanced Random plugin is now live:

    https://www.construct.net/en/tutorials/getting-started-with-the-advanced-random-plugin-30

    I'm looking forward to seeing some cool creations!

  • The exported zip file is fine for now, I should be able to see the problem from that. If you prefer you can submit it to my email instead of posting it publicly iainhuf@scirra.com

  • Hey guannstar sorry to hear your having an issue with the build service. Could you share the project with us so that we can take a look?

  • I think lucid is right that it's a cellular automata, the interaction with larger objects threw me initially. Still no idea how you would get large chunks of terrain to interact like that, but they have obviously figured it out.

    If anyone is interested the basic concept behind fluids in cellular automata can be found here. You can probably reproduce this using an array and a tilemap. Or perhaps just a tilemap, as it's effectively an array in itself.

    jgallant.com/2d-liquid-simulator-with-cellular-automaton-in-unity

  • I tried out the alpha clamp technique, the flowing water looks good but when you have places that it settles it looks a bit like slushy snow instead. Also it can cause some serious CPU churn.

    This could be a good starting point to fluid simulation:

    github.com/google/liquidfun

    Can probably be compiled to WASM, doesn't help with rendering but gets you nice fluid sim!

  • You could try something like this with the physics behaviour, it's not perfect but works surprisingly well.

    https://www.scirra.com/tutorials/813/how-to-make-fluids

  • The keyname should be whatever you named your key when you created the keystore. A keystore is like a key ring. When we create a keystore we also create 1 key and put that on the keyring. When you need to sign an APK you have to choose which key on the key ring to use.

    I believe the field in the "create keystore" dialog which specifies the key is labelled "alias".

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Nepeo

Member since 8 Mar, 2016

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